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Everything posted by autumnalequinox
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Quick, tl/dr Summary: Creates a timeline from in-game events, Kerbalizes it, and creates a file! Also, a second module works like "Dang it!" but for time spent in the KCT (random events). Designed primarily to work with KCT, but options open! Intro Note (hear this in a suitably awkward, stuttering voice) Okay so I wanted to get a feel for this mod concept, and to check for interest. I will likely not start development for a month or so. I haven't coded in a *long* time and plan to work with some modders and reverse engineer some code as well as learn the basics of C# (my background is mostly in basic and C+) I am going to time mod development with an upcoming class on C# I am taking online so I have something fun to apply my new-found skills to. First Points: It will likely be intended to work with Kerbal Construction Time. This is mostly due to the fact that this mod will take advantage of the longer timeframe KCT creates for the game, unlike a normal KSP game. In your standard game, you can complete your career mode easily within the 1st year, which would create a very compact timeline and limit events. However, it is possible I will create a slider that increases event frequency if desired. For the most part, the random events will make perfect filler for the "down time" in KCT between builds and during pad refurb/rollout/etc. What I want this mod to do: - Creates a timeline of activities using game logs and arranges them in a way to be pleasing and encyclopedic - Adds decision points in-game on occasion with choices and consequences (minor and mostly relating to crew, cash, rep, and research) Nothing effecting active flight scenes. Adds some extra pressure during long waits for ship builds/pad reconditioning/etc - Adds comedic news stories to timeline with no game impact. May crowd-source this out ala community research results to give it a "kerbalized" feel. - Have an in-game summary and a file created outside of the game for easy posting/reading in save folder. Fun for the whole family! How this mod will interact with the game (if possible) - Kerbals that are not on mission can have decision based events affect them. Their stats will determine the results/options available. High stupidity and courage will create brash, unpredictable Kerbals (these guys don't do well with down time!!). Low stupidity, low courage types will be the safest ones, likely spending most time working experiments and staying in their offices. - General events and decision points will also affect the Space Agency. These will call upon and influence the Space Agency stats (Rep, Funds, and Research). Essentially, this mod will treat these values like RPG stats. In a nutshell, this mod will add immersion and depth to the game outside of flight and missions. Think of it like Dang it! but for the time spent at KSC. The timeline creation may be a separate module, and be useful for those that like to review their career/science games or post them. Timeline Example: Instead of simply "X ship built" the mod may occassionally add little snippets such as "X ship built at X time, pad crew discovers a rat stowed away in the engine bell." Just for fun. That's it so far. Open to comments, criticism, or interest. I will leave this post here until I start development. Thanks for your time, love u all!! *autumn*
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[1.0.5 - Alpha 6] Dang It! (12 september 2015)
autumnalequinox replied to Ippo's topic in KSP1 Mod Releases
Anybody out there combine KCT with Dang it! ? I'm curious if the part degradation starts as soon as you order a ship constructed. I started a huge production line and it was funny, some of my ships with 40+ day construction times had numerous failure-on-the pad situations, which is weird. But then again, could just be my bad luck. Same thing goes for using inventoried parts vs. new parts. -
This mod terrifies me. I think I'm gonna finally get it. This should be your catch phrase: "FINALLY, a use for those Launch Escape Rockets!"
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
autumnalequinox replied to TaranisElsu's topic in KSP1 Mod Releases
Oooooo love the new interface. Finally I can tweak my consumption rates without being afraid I might make a bad calculation!!! And: I take it back, I'm a bit confused on making the MM patch. Anybody know if I should create a MODULE entry or simply a RESOURCE entry to add TAC LS to a command pod? Wait..ok, so if I read this right TAC should do this automatically. @PART [*]:HAS[#CrewCapacity[>0],!MODULE[LifeSupportModule]]:FOR[TacLifeSupport] { MODULE { name = LifeSupportModule } } Am I correct in that this line adds them to all pods? FINAL CORRECTION: OMG sorry for all this nonsense. Ok, found out any module with crew capacity listed as "0" has no module added automatically due to the <0 line!! Ha! Two command pods, the NFT mk3-9 and the DERP pod both have "0" (mk 3-9 can be automated and DERP has no crew capacity uninflated). Just thought everyone would like to know -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
autumnalequinox replied to RoverDude's topic in KSP1 Mod Releases
Yea I just realized that and was like ::head smack:: Duradur dur that's what those awesome MM patches are for!! Yeah so nooooobody do what I did listen to RD -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
autumnalequinox replied to TaranisElsu's topic in KSP1 Mod Releases
Anybody created a module manager patch to add TAC modules to unsupported pods? Seems RoverDude has adapted his own system, and while nifty, I still prefer the hard realism of TAC. Something tells me manually plopping the old TAC code into the part files is...inelegant. Just want to use an existing patch as a template to fill in myself. Thankies! Edit: NM. I'm lazy. There's a generic template on the MM page I think I will use. -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
autumnalequinox replied to RoverDude's topic in KSP1 Mod Releases
Fixed it. Anybody still using TAC just pull the old code from 1.0 and replace over the pod entry for "supplies". -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
autumnalequinox replied to RoverDude's topic in KSP1 Mod Releases
Is the DERP pod still TAC compatible? I just want to make sure I'm not missing something. It deploys without any life support module. Edit: I have no problem attaching a TAC module to it, however. I know RoverDude has adopted his own LS system, but I like my TAC -
I just wanted to say this is my first career with the Corvus and it's a beautiful ship. It comes at the perfect time and I have pushed it to the limits (think Big Gemini). Ole faithful here has gotten me to the Mun in a free return and has been the highlight of my "Kemini program" this early in my career. Lovely work keep it up Pics later I'll show her in action.
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(I'm going to leave this here as it will *very likely* be KCT dependent. I'll make a post in mod suggestions later and leave a link. Nobody has to reply, don't want to hijack the thread.) Kerbal Historical Society - Creates a timeline of activities using game logs and arranges them in a way to be pleasing and encyclopedic - Adds decision points in-game on occasion with choices and consequences (minor and mostly relating to crew, cash, rep, and research) Nothing effecting active flight scenes. Adds some extra pressure during long waits for ship builds/pad reconditionings/etc - Adds comedic news stories to timeline with no game impact. May crowdsource this out ala community research results to give it a "kerbalized" feel. - Have an in-game summary and a file created outside of the game for easy posting/reading in save folder. Fun for the whole family! That's the plan! - - - Updated - - - It's weird I just thought about that. I used to code in older, simpler languages forever ago (basic, vbasic, C+) and just in my head was like "enqueue and dequeue" and such. It's true that word is only associated with british-english and programming for me.. I Just never realized that
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Sweet! No wonder I couldn't find it. As an American I forget about the british-ism "queue" and kept searching for "flight line" "flight rotation" etc. ::slaps head:: @magico: That sounds awesome! I think the general trend of modding with KSP seems to be this kind of mod-unity where like-minded gamers and modders start pooling together. I love it. Everybody plays nice and everyone wins. Plus I think it helps those of us with differing playstyles, since KSP is fundamentally a very unique experience (Pilots, Simmers, Engineers, Admin/RPers, Mission Planners, Math Geeks, etc etc). If everything clicks in a month I'll let you know where I'm at.
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Hey magico I do have one small idea for a future version that might not be too hard to implement (correct me if I'm wrong) We have vessel recovery time, what about crew recovery time? A good, maybe adjustable wait (50? 100 days?) where a crewmen is down after a mission. Requiring us to diversify our crew rosters. Basically it would add a simple flight rotation to KCT. Optional of course. I roleplay it myself. I basically prevent myself from power leveling and gaming too much. Perhaps in the ship crew selection you could have the select key blacked out with a timestamp "x is on R&R for x days". I swore this was done once but can't find it anywhere.
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[1.0.5 - Alpha 6] Dang It! (12 september 2015)
autumnalequinox replied to Ippo's topic in KSP1 Mod Releases
I just installed Dang it! for the first time since 0.25 (my 1.0 attempt was abandoned and I finally upgraded and created the Ultimate Career Mode for Frustrating Rage tm). I'm through my Kercury flights and starting Kemini and so far no fails. Very short flights with expendable craft. I remember back in 0.25 tweaking values to reduce failures (i like them rare and devastating). I noticed a variety of values of reliability in the wiki. I can't wait to see what happens to old, decrepit probes and space stations ::giddy grin:: So excited. I think I'm insane. I'll try to take pics of the worst of it if I don't waste my time flinging engineers into space to bounce of hulls and struggle with weird space tools. Thanks again Ippo and Coffeeman for making KSP less relaxing and bringing the simulated palm sweats to us at Mission Control. -
I use 466 and run the following.. get ready for this: Toolbar, USITtools, atmospheric effects (just clouds), corvus, cryoengines, dangit, dmagic orbital sci, field exp, KAS, KCT, KIS, KW rocketry, infernal robo, mission controller, near future con + solar + spacecraft, final fronteir, realchute, scansat, stage recovery, temp guage killer, TAC-LS, tweakscale (only for future tech stuff), most of the USI catalog, and KSP interstellar extended..phew. So far 466 has worked fine, caught all my nodes and everything. No unmanned yet, I'll let everyone know. Oh yea haha and antenna range.
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It's all good! Don't overload yourself pleeeeeease. I've been looking around myself. Honestly I have been looking for some idea to tackle on my own. I'm starting some programming courses this summer and need something to keep me interested. Final frontier keeps a log of various Kerbal milestones I noticed as well, so it's doable in some sense. The short: I may try this myself? If I do, could I associate it with KCT as a companion mod? I have never done anything besides modify parts and configs so who knows.. but then again, it could be fun At the very least, I could see it being useful for those who like to post their careers and for RPers like myself. With screen shots, it would tell a great story. And KCT stretches out space programs to realistic time frames, otherwise the mod would be like "Day 1-10: A million things happened. Day 15: Space CONQUERED! The end" Plus you have that lovely pulse pounding drama as Kerbals struggle to push a rescue rocket onto the pad as Jeb floats around with life support dying. Can't do that in stock
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I'd swear this no-manuever node problem sounds like antenna range mod with a probe out of range. I haven't gotten to use one yet but still.. any problem with just lining up and doing the burn manually? Or is it impossible? Love Mechjeb..let me just say that. I play the game more from a mission management/engineering/admin side and while I made sure to try everything manual I do a great many things and love having an autopilot handle the mundane. Plus I work many hours in the real world and my games would grind to a halt if I had to work everything out through trial and error. So sabian: Thank you so much!. Don't let others make this feel like a job. Oh and to everyone with flipping rockets, etc. It's all about power. I played with this problem for a bit and realized I was simply using engines with too much thrust. I scaled down to smaller engines and got perfect ascents every time. Play with thrust % and terminal setting and other stuff. It's an autopilot, not an A.I. Don't forget that are bazillions of incidents in the history of spaceflight with autopilot failures and work-arounds. I consider it part of the fun, honestly.. it's realism. Quirky realism. Think of Mechjeb as the DISKY but you still need a pilot to punch in programs and occasional workarounds.
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After obsessively binging on my new copy of From Earth to the Moon I have finally constructed the ultimate 1.0.2. super career game. KCT is the foundation. Also includes final fronteir and dang it! I want the full experience.. from mercury to apollo and beyond. This is going to be ridiculously sweet. I have even been creating special ribbons for my "Kerpury 4" to give them unique backgrounds (valentina is a heli test pilot, Jeb flew sub-orbital test rigs for the air force, oh and each has a different nation of origin). I feel like such an absolute DORK. Something hit me, though. For those of us into the historical/engineering/admin side of things. A time-line plugin for KCT. I wonder what the game normally logs. Like, is there an event log somewhere? It would be a hell of a grind but sweet to have a log transformed into a historical timeline of your space program. With failures, deaths, triumphs, etc. Be great to link it between both KCT and FF, as FF marks "firsts". Is there something like this already out there? The ultimate of course would be something like community science reports. A series of game driven events interdispersed with community built non-game events. "Jeb caught selling stamps brought on the 1st Mun mission". "Scandal when Bill sleeps with Jeb's wife". "X kerbal becomes obsessed with X-famous kerbal and chases them across the country in a diaper". Just for fun, random, and not impacting the game but filling up empty time-space. Haha sorry this is the stupid fan girl in me writing freaking Kerbal fan fiction I guess. <- history nerd
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I have been loving this mod. I now use cryo-fuels and engines for all my space needs. Conventional fuel only for 1st stage or landing. Anybody made a fix to get the stock fuel cells to burn LH2 and oxidizer instead? I'm going to check it out and play with some numbers, see if I can bang out something simple. I love the idea of fuel cells coming before solar, and am going to make a MM patch for Community Tech tree so the single cell pops up earlier too, before the deployable solar cells edit: anybody have an idea of a good LH2 consumption rate for the cells?